diff options
author | Francisco Jerez <currojerez@riseup.net> | 2016-07-19 20:11:53 -0700 |
---|---|---|
committer | Francisco Jerez <currojerez@riseup.net> | 2016-08-24 13:28:31 -0700 |
commit | 6b33eab959433fdcb4f3fce7c571a83e8050cdf0 (patch) | |
tree | 2799b2f348151c9301e3920a8332a8dcdcde88e2 | |
parent | 19e929a1774938cb826f68592dc87c520d048597 (diff) |
glsl: Define a gl_LastFragData built-in for older GLSL versions.
The EXT_shader_framebuffer_fetch extension defines alternative
language for GLES2 shaders where user-defined fragment outputs are not
allowed. Instead of using inout user-defined fragment outputs the
shader is expected to read from the gl_LastFragData built-in array.
In addition this allows using the same language on desktop GLSL
versions prior to 4.2 that support the deprecated gl_FragData built-in
in preparation for the MESA_shader_framebuffer_fetch desktop GL
extension.
Both legacy and user-defined inout outputs have a common
representation at the GLSL IR level, so it shouldn't make any
difference for optimization passes and back-ends whether the
application is using gl_LastFragData or user-defined outputs, all
they'll see is a variable dereference of a fragment output at a
certain interface location with the fb_fetch_output bit set to one.
v2: Don't define the built-in variable on GLSL versions for which
gl_FragData exists but is deprecated. (Ken)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
-rw-r--r-- | src/compiler/glsl/builtin_variables.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp index c9d8b1ca40..cb5f7301c5 100644 --- a/src/compiler/glsl/builtin_variables.cpp +++ b/src/compiler/glsl/builtin_variables.cpp @@ -1134,6 +1134,16 @@ builtin_variable_generator::generate_fs_special_vars() array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData"); } + if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) { + ir_variable *const var = + add_output(FRAG_RESULT_DATA0, + array(vec4_t, state->Const.MaxDrawBuffers), + "gl_LastFragData"); + var->data.precision = GLSL_PRECISION_MEDIUM; + var->data.read_only = 1; + var->data.fb_fetch_output = 1; + } + if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) { /* We make an assumption here that there will only ever be one dual-source draw buffer * In case this assumption is ever proven to be false, make sure to assert here |